Abstract: In modern era, the biggest challenge facing the
software industry is the upcoming of new technologies. So, the
software engineers are gearing up themselves to meet and manage
change in large software system. Also they find it difficult to deal
with software cognitive complexities. In the last few years many
metrics were proposed to measure the cognitive complexity of
software. This paper aims at a comprehensive survey of the metric of
software cognitive complexity. Some classic and efficient software
cognitive complexity metrics, such as Class Complexity (CC),
Weighted Class Complexity (WCC), Extended Weighted Class
Complexity (EWCC), Class Complexity due to Inheritance (CCI) and
Average Complexity of a program due to Inheritance (ACI), are
discussed and analyzed. The comparison and the relationship of these
metrics of software complexity are also presented.
Abstract: Computer programming is considered a very difficult
course by many computer science students. The reasons for the
difficulties include cognitive load involved in programming,
different learning styles of students, instructional methodology and
the choice of the programming languages. To reduce the difficulties
the following have been tried: pair programming, program
visualization, different learning styles etc. However, these efforts
have produced limited success. This paper reviews the problem and
proposes a framework to help students overcome the difficulties
involved.
Abstract: In general, class complexity is measured based on any
one of these factors such as Line of Codes (LOC), Functional points
(FP), Number of Methods (NOM), Number of Attributes (NOA) and so on. There are several new techniques, methods and metrics with
the different factors that are to be developed by the researchers for calculating the complexity of the class in Object Oriented (OO)
software. Earlier, Arockiam et.al has proposed a new complexity measure namely Extended Weighted Class Complexity (EWCC)
which is an extension of Weighted Class Complexity which is proposed by Mishra et.al. EWCC is the sum of cognitive weights of
attributes and methods of the class and that of the classes derived. In EWCC, a cognitive weight of each attribute is considered to be 1.
The main problem in EWCC metric is that, every attribute holds the
same value but in general, cognitive load in understanding the
different types of attributes cannot be the same. So here, we are proposing a new metric namely Attribute Weighted Class Complexity
(AWCC). In AWCC, the cognitive weights have to be assigned for the attributes which are derived from the effort needed to understand
their data types. The proposed metric has been proved to be a better
measure of complexity of class with attributes through the case studies and experiments
Abstract: Recent theorizations on the cognitive process of moral
judgment have focused on the role of intuitions and emotions, marking
a departure from previous emphasis on conscious, step-by-step
reasoning. My study investigated how being in a disgusted mood state
affects moral judgment.
Participants were induced to enter a disgusted mood state through
listening to disgusting sounds and reading disgusting descriptions.
Results shows that they, when compared to control who have not been
induced to feel disgust, are more likely to endorse actions that are
emotionally aversive but maximizes utilitarian return
The result is analyzed using the 'emotion-as-information' approach
to decision making. The result is consistent with the view that
emotions play an important role in determining moral judgment.
Abstract: This paper describes a research project on Year 3 primary school students in Malaysia in their use of computer-based video game to enhance learning of multiplication facts (tables) in the Mathematics subject. This study attempts to investigate whether video games could actually contribute to positive effect on children-s learning or otherwise. In conducting this study, the researchers assume a neutral stand in the investigation as an unbiased outcome of the study would render reliable response to the impact of video games in education which would contribute to the literature of technology-based education as well as impact to the pedagogical aspect of formal education. In order to conduct the study, a subject (Mathematics) with a specific topic area in the subject (multiplication facts) is chosen. The study adopts a causal-comparative research to investigate the impact of the inclusion of a computer-based video game designed to teach multiplication facts to primary level students. Sample size is 100 students divided into two i.e., A: conventional group and B conventional group aided by video games. The conventional group (A) would be taught multiplication facts (timetables) and skills conventionally. The other group (B) underwent the same lessons but with supplementary activity: a computer-based video game on multiplication which is called Timez-Attack. Analysis of marks accrued from pre-test will be compared to post- test using comparisons of means, t tests, and ANOVA tests to investigate the impact of computer games as an added learning activity. The findings revealed that video games as a supplementary activity to classroom learning brings significant and positive effect on students- retention and mastery of multiplication tables as compared to students who rely only upon formal classroom instructions.
Abstract: Obsessive-Compulsive Disorder (OCD) is a common
and disabling condition. Therapist-delivered treatments that use
exposure and response prevention have been found to be very
effective in treating OCD, although they are costly and associated
with high rates of attrition. Effective treatments that can be made
widely available without the need for therapist contact are urgently
needed. This case study represents the first published investigation of
a self-administered cognitive treatment for OCD in a 50-year old
female with a 20 year history of OCD. The treatment evaluation
occurred over 27 weeks, including 12 weeks of self-administration of
the Danger Ideation Reduction Therapy (DIRT) program. Decreases
of between 23% to 33% on measures from pre-treatment to follow-up
were observed. Bearing in mind the methodological limitations
associated with a case study, we conclude that the results reported
here are encouraging and indicate that further research effort
evaluating the effectiveness of self-administered DIRT is warranted.
Abstract: In cognitive radio (CR) systems, the primary user (PU) signal would randomly depart or arrive during the sensing period of a CR user, which is referred to as the high traffic environment. In this paper, we propose a novel spectrum sensing scheme based
on the cyclostationarity of PU signals in high traffic environments. Specifically, we obtain a test statistic by applying an estimate of spectral autocoherence function of the PU signal to the generalized- likelihood ratio. From numerical results, it is confirmed that the proposed scheme provides a better spectrum sensing performance compared with the conventional spectrum sensing scheme based on the energy of the PU signals in high traffic environments.
Abstract: The aim of this study is to discover secondary school students’ perceptions related to information technologies and the connections between concepts in their cognitive structures. A word association test consisting of six concepts related to information technologies is used to collect data from 244 secondary school students. Concept maps that present students’ cognitive structures are drawn with the help of frequency data. Data are analyzed and interpreted according to the connections obtained as a result of the concept maps. It is determined students associate most with these concepts—computer, Internet, and communication of the given concepts, and associate least with these concepts—computer-assisted education and information technologies. These results show the concepts, Internet, communication, and computer, are an important part of students’ cognitive structures. In addition, students mostly answer computer, phone, game, Internet and Facebook as the key concepts. These answers show students regard information technologies as a means for entertainment and free time activity, not as a means for education.
Abstract: The purpose of this study was to investigate effects of
modality and redundancy principles on music theory learning among
pupils of different anxiety levels. The lesson of music theory was
developed in three different modes, audio and image (AI), text with
image (TI) and audio with image and text (AIT). The independent
variables were the three modes of courseware. The moderator
variable was the anxiety level, while the dependent variable was the
post test score. The study sample consisted of 405 third-grade pupils.
Descriptive and inferential statistics were conducted to analyze the
collected data. Analyses of covariance (ANCOVA) and Post hoc
were carried out to examine the main effects as well as the
interaction effects of the independent variables on the dependent
variable. The findings of this study showed that medium anxiety
pupils performed significantly better than low and high anxiety
pupils in all the three treatment modes. The AI mode was found to
help pupils with high anxiety significantly more than the TI and AIT
modes.
Abstract: Observations and long-term trends indicate that climate
change impacts would be significant and affects Taiwan directly and
severely. Taiwan engages not only in mitigation, but also in adaptation.
However, there are cognitive gaps on adaptation between government
and populace. Besides, a vision of zero-carbon and renewable energy
100% will be adopted in future. Therefore, the objectives of this
article are to 1) hold a National Forum for knowing differences
between the strategies of zero-carbon and renewable energy 100% and
cognitions of general populace, and 2) plan a clear roadmap for the
vision, strategy, and measures. In this forum, we set 5 group topics, 5
presumed themes, and issues mentioned review for concluding the
critical issues. Finally, there are 4 strategies and 14 critical issues
which correlate with the vision and strategy of government and the
cognition of the general populace.
Abstract: The introduction of haptic elements in a graphic user interfaces are becoming more widespread. Since haptics are being introduced rapidly into computational tools, investigating how these models affect Human-Computer Interaction would help define how to integrate and model new modes of interaction. The interest of this paper is to discuss and investigate the issues surrounding Haptic and Graphic User Interface designs (GUI) as separate systems, as well as understand how these work in tandem. The development of these systems is explored from a psychological perspective, based on how usability is addressed through learning and affordances, defined by J.J. Gibson. Haptic design can be a powerful tool, aiding in intuitive learning. The problems discussed within the text is how can haptic interfaces be integrated within a GUI without the sense of frivolity. Juxtaposing haptics and Graphic user interfaces has issues of motivation; GUI tends to have a performatory process, while Haptic Interfaces use affordances to learn tool use. In a deeper view, it is noted that two modes of perception, foveal and ambient, dictate perception. These two modes were once thought to work in tandem, however it has been discovered that these processes work independently from each other. Foveal modes interpret orientation is space which provide for posture, locomotion, and motor skills with variations of the sensory information, which instructs perceptions of object-task performance. It is contended, here, that object-task performance is a key element in the use of Haptic Interfaces because exploratory learning uses affordances in order to use an object, without meditating an experience cognitively. It is a direct experience that, through iteration, can lead to skill-sets. It is also indicated that object-task performance will not work as efficiently without the use of exploratory or kinesthetic learning practices. Therefore, object-task performance is not as congruently explored in GUI than it is practiced in Haptic interfaces.
Abstract: For cognitive radio networks, there is a major
spectrum sensing problem, i.e. dynamic spectrum management. It is
an important issue to sense and identify the spectrum holes in
cognitive radio networks. The first-order derivative scheme is usually
used to detect the edge of the spectrum. In this paper, a novel
spectrum sensing technique for cognitive radio is presented. The
proposed algorithm offers efficient edge detection. Then, simulation
results show the performance of the first-order derivative scheme and
the proposed scheme and depict that the proposed scheme obtains
better performance than does the first-order derivative scheme.
Abstract: Most neural network (NN) models of human category learning use a gradient-based learning method, which assumes that locally-optimal changes are made to model parameters on each learning trial. This method tends to under predict variability in individual-level cognitive processes. In addition many recent models of human category learning have been criticized for not being able to replicate rapid changes in categorization accuracy and attention processes observed in empirical studies. In this paper we introduce stochastic learning algorithms for NN models of human category learning and show that use of the algorithms can result in (a) rapid changes in accuracy and attention allocation, and (b) different learning trajectories and more realistic variability at the individual-level.
Abstract: The last decade has seen an early majority of people
The last decade, the role of the of the information communication
technologies has increased in improving the social and business life
of people. Today, it is recognized that game could contribute to
enhance virtual rehabilitation by better engaging patients. Our
research study aims to develop a game based system enhancing
cognitive and physical capabilities of elderly people. To this end, the
project aims to develop a low cost hand held system based on
existing game such as Wii, PSP, or Xbox. This paper discusses the
concepts and requirements for developing such game for elderly
people. Based on the requirement elicitation, we intend to develop a
prototype related to sport and dance activities.
Abstract: Current practice of indigenous Mapping production based on GIS, are mostly produced by professional GIS personnel. Given such persons maintain control over data collection and authoring, it is possible to conceive errors due to misrepresentation or cognitive misunderstanding, causing map production inconsistencies. In order to avoid such issues, this research into tribal GIS interface focuses not on customizing interfaces for individual tribes, but rather generalizing the interface and features based on indigenous tribal user needs. The methods employed differs from the traditional expert top-down approach, and instead gaining deeper understanding into indigenous Mappings and user needs, prior to applying mapping techniques and feature development.
Abstract: Cognitive Science appeared about 40 years ago,
subsequent to the challenge of the Artificial Intelligence, as common
territory for several scientific disciplines such as: IT, mathematics,
psychology, neurology, philosophy, sociology, and linguistics. The
new born science was justified by the complexity of the problems
related to the human knowledge on one hand, and on the other by the
fact that none of the above mentioned sciences could explain alone
the mental phenomena. Based on the data supplied by the
experimental sciences such as psychology or neurology, models of
the human mind operation are built in the cognition science. These
models are implemented in computer programs and/or electronic
circuits (specific to the artificial intelligence) – cognitive systems –
whose competences and performances are compared to the human
ones, leading to the psychology and neurology data reinterpretation,
respectively to the construction of new models. During these
processes if psychology provides the experimental basis, philosophy
and mathematics provides the abstraction level utterly necessary for
the intermission of the mentioned sciences.
The ongoing general problematic of the cognitive approach
provides two important types of approach: the computational one,
starting from the idea that the mental phenomenon can be reduced to
1 and 0 type calculus operations, and the connection one that
considers the thinking products as being a result of the interaction
between all the composing (included) systems. In the field of
psychology measurements in the computational register use classical
inquiries and psychometrical tests, generally based on calculus
methods. Deeming things from both sides that are representing the
cognitive science, we can notice a gap in psychological product
measurement possibilities, regarded from the connectionist
perspective, that requires the unitary understanding of the quality –
quantity whole. In such approach measurement by calculus proves to
be inefficient. Our researches, deployed for longer than 20 years,
lead to the conclusion that measuring by forms properly fits to the
connectionism laws and principles.
Abstract: Many difficulties are faced in the process of learning
computer programming. This paper will propose a system framework
intended to reduce cognitive load in learning programming. In first
section focus is given on the process of learning and the
shortcomings of the current approaches to learning programming.
Finally the proposed prototype is suggested along with the
justification of the prototype. In the proposed prototype the concept
map is used as visualization metaphor. Concept maps are similar to
the mental schema in long term memory and hence it can reduce
cognitive load well. In addition other method such as part code
method is also proposed in this framework to can reduce cognitive
load.
Abstract: Current research has explored the impact of
instructional immediacy, defined as those behaviors that help build
close relationships or feelings of closeness, both on cognition and
motivation in the traditional classroom and online classroom;
however, online courses continue to suffer from higher dropout rates.
Based on Albert Bandura-s Social Cognitive Theory, four primary
relationships or interactions in an online course will be explored in
light of how they can provide immediacy thereby reducing student
attrition and improving cognitive learning. The four relationships are
teacher-student, student-student, and student-content, and studentcomputer.
Results of a study conducted with inservice teachers
completing a 14-week online professional development technology
course will be examined to demonstrate immediacy strategies that
improve cognitive learning and reduce student attrition. Results of
the study reveal that students can be motivated through various
interactions and instructional immediacy behaviors which lead to
higher completion rates, improved self-efficacy, and cognitive
learning.
Abstract: Proactive coping directed at an upcoming as opposed
to an ongoing stressor, is a new focus in positive psychology. The
present study explored the proactive coping-s effect on the workplace
adaptation after transition from college to workplace. In order to
demonstrate the influence process between them, we constructed the
model of proactive coping style effecting the actual positive coping
efforts and outcomes by mediating proactive competence during one
year after the transition. Participants (n = 100) started to work right
after graduating from college completed all the four time-s surveys
--one month before (Time 0), one month after (Time 1), three months
after (Time 2), and one year after (Time 3) the transition. Time 0
survey included the measurement of proactive coping style and
competence. Time 1, 2, 3 surveys included the measurement of the
challenge cognitive appraisal, problem solving coping strategy, and
subjective workplace adaptation. The result indicated that proactive
coping style effected newcomers- actual coping efforts and outcomes
by mediating proactive coping competence. The result also showed
that proactive coping competence directly promoted Time1-s actual
positive coping efforts and outcomes, and indirectly promoted Time
2-s and Time 3-s.
Abstract: The school / university orientation interests a broad and
often badly informed public. Technically, it is an important
multicriterion decision problem, which supposes the combination of
much academic professional and/or lawful knowledge, which in turn
justifies software resorting to the techniques of Artificial Intelligence.
CORUS is an expert system of the "Conseil et ORientation
Universitaire et Scolaire", based on a knowledge representation
language (KRL) with rules and objects, called/ known as Ibn Rochd.
CORUS was developed thanks to DéGSE, a workshop of cognitive
engineering which supports this LRC. CORUS works out many
acceptable solutions for the case considered, and retains the most
satisfactory among them. Several versions of CORUS have extended
its services gradually.